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Old 2011-07-13, 05:59 PM   [Ignore Me] #16
Rbstr
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Re: Forgelight and DX11?


Originally Posted by basti View Post
Forge Light clearly is ment to be running on the Ps3 as well
If by clearly you mean through layers of obfuscation and cryptic words.

I'm not denying that there could be a port but we've gotten both stories from the media....and IMO the quote that was taken as confirmation was anything but.
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Old 2011-07-13, 06:12 PM   [Ignore Me] #17
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Re: Forgelight and DX11?


Okay, let me say it differently:

Forge Light IS GOING TO run on the PS3. This is sony we are talking about, they are not going to build a engine that isnt supporting the PS3 properly.

But still, that does not have to mean that Planetside 2 will be on the PS3.
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Old 2011-07-13, 07:52 PM   [Ignore Me] #18
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Re: Forgelight and DX11?


Originally Posted by basti View Post
Forge Light IS GOING TO run on the PS3. This is sony we are talking about, they are not going to build a engine that isnt supporting the PS3 properly.
hmm? Actually if you read between the lines Smedley said they're looking past the PS3 which was his way of saying "We're going to be doing a PS4 release later in 2012 probably, but I can't say anything". I thought this was obvious.
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Old 2011-07-13, 07:58 PM   [Ignore Me] #19
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Re: Forgelight and DX11?


Originally Posted by Sirisian View Post
hmm? Actually if you read between the lines Smedley said they're looking past the PS3 which was his way of saying "We're going to be doing a PS4 release later in 2012 probably, but I can't say anything". I thought this was obvious.
On the money.
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Old 2011-07-13, 08:14 PM   [Ignore Me] #20
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Re: Forgelight and DX11?


Didn't realize Forge Light is also being used for the next Everquest. Article quotes below. I was thinking that release would only support DX9/10. Perhaps they will also support DX11 at release. Odd they just didn't state it plainly.


http://massively.joystiq.com/2011/07/08/soe-fan-faire-2011-community-address-highlights/


"But this new Forge Light engine will allow for massive seamless worlds, advanced atmospheric effects such as moving lights and shadows, volumetric fog, and even sun filtering through clouds. It's designed from the ground up to scale, meaning that it will work on old systems as well as future ones. Combined with NVIDIA's PhysX real time physics system, SOE believes it has the ability to make some of the most amazing looking characters and environments."


http://www.escapistmagazine.com/news/view/111555-EverQuest-Next-and-Planetside-2-To-Use-New-Forge-Light-Engine


"Smedley spent a good portion of the opening address outlining every bullet point that Forge Light will bring to SOE's games. The biggest change is that SOE is finally bidding farewell to discrete zones with loading screens between them but the rest of the the laundry list of features was full of technical jargon like real time radiosity, advanced particle lighting and volumetric fog."
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Old 2011-07-13, 08:50 PM   [Ignore Me] #21
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Re: Forgelight and DX11?


Supporting Dx10/11 is quite meaningless if they dont plan on adding the things those bring along, otherwise dx9 is fine. I think alot of people misunderstand what exactly Dx does.

Anywho im far more concerned with a x64 bit client and proper Quad+ core support.
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Old 2011-07-13, 11:04 PM   [Ignore Me] #22
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Re: Forgelight and DX11?


Originally Posted by Warruz View Post

Anywho im far more concerned with a x64 bit client and proper Quad+ core support.
Yeah that can help performance significantly if they do it right. Sadly so few developers ever do.
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Old 2011-07-14, 01:09 AM   [Ignore Me] #23
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Re: Forgelight and DX11?


Originally Posted by Sirisian View Post
I was hoping for a DX10/11 release. Not sure why they'd waste time with DX9 hardware. Does anyone even have a DX9 card anymore? It's like a few dollars for a DX10/11 card nowadays. There's a reason BF3 is DX10/11. There's a lot of power when you use a compute shader driven deferred renderer.
It's not the DX9 hardware they'd be supporting, it's the Windows XP systems.

Personally, I'd rather see the engine built from the ground up with DX10 features at the core of things, rather than as extra options. Doing so would only improve the types of weather effects and explosions, smoke, etc. detail and quality for everybody, without creating a "turn the weather off for an advantage"-like effect as we saw in PS1.
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Old 2011-07-14, 01:26 AM   [Ignore Me] #24
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Re: Forgelight and DX11?


Originally Posted by kaffis View Post
It's not the DX9 hardware they'd be supporting, it's the Windows XP systems.
I know they'll probably try to support XP from a marketing perspective, but with Win8 just around the corner I think it's high time developers stopped supporting XP. I think by now most gamers have made the switch just for DX10.

It's the same story with Internet Explorer. For years and years web developers have had to use ugly hacks to get pages to display properly on IE because Microsoft just never cared to conform to standards. Now they've announced they're not even going to bother supporting WebGL, so developers are finally reaching that point where they just say "Fuck it, here's a link to Firefox/Chrome/Opera if you want the internet to work correctly."
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Old 2011-07-14, 02:41 PM   [Ignore Me] #25
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Re: Forgelight and DX11?


Originally Posted by Gandhi View Post
I know they'll probably try to support XP from a marketing perspective, but with Win8 just around the corner I think it's high time developers stopped supporting XP. I think by now most gamers have made the switch just for DX10.
I don't disagree. And, honestly, I bet you find different, passionately held opinions on the relative merits of the two approaches between the coders and marketers. The question is, where the designer falls based on the arguments each makes. The soul of the designer may well agree with the coder (suck it up and upgrade, gamers!), while the marketeer has in his arsenal some rather influential facts and figures based on research and market surveys. I leave it as an exercise for the reader to guess which more often wins on AAA budget titles.

Also keep in mind that Planetside is not the only game that the Forge Light engine is being created to drive. So it's not only Planetside 2's (FPS) market to consider, but also at least Everquest Next's (RPG) target audience, too. FPS players are more willing and accustomed to doing relatively frequent upgrades than RPG players. We are all, by definition, a part of that FPS audience, whether we play RPGs as well or not, so sometimes it's easy to lose sight of that difference in attitude.
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